Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/MobileTranslucentRendering.cpp
florin pascu 8b0c31429c Remove Opacity Pass MobileSceneCapture
Remove MobileSceneCapture, move everything to the shared SceneCaptureRendering file
Remove MobileSceneCapture.usf
#jira UE-118450
#rb Dmitriy.Dyomin, Jack.Porter
#preflight 60f56cd41d824300016bdb7a

#ROBOMERGE-SOURCE: CL 16882854 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16882856 by florin pascu in ue5-release-engine-test branch]
2021-07-19 09:12:09 -04:00

48 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
MobileTranslucentRendering.cpp: translucent rendering implementation.
=============================================================================*/
#include "CoreMinimal.h"
#include "HAL/IConsoleManager.h"
#include "RHI.h"
#include "HitProxies.h"
#include "Shader.h"
#include "StaticBoundShaderState.h"
#include "SceneUtils.h"
#include "RHIStaticStates.h"
#include "PostProcess/SceneRenderTargets.h"
#include "GlobalShader.h"
#include "SceneRenderTargetParameters.h"
#include "SceneRendering.h"
#include "LightMapRendering.h"
#include "MaterialShaderType.h"
#include "MeshMaterialShaderType.h"
#include "MeshMaterialShader.h"
#include "BasePassRendering.h"
#include "DynamicPrimitiveDrawing.h"
#include "TranslucentRendering.h"
#include "MobileBasePassRendering.h"
#include "ScenePrivate.h"
#include "ScreenRendering.h"
#include "PostProcess/SceneFilterRendering.h"
#include "PipelineStateCache.h"
#include "MeshPassProcessor.inl"
#include "ClearQuad.h"
void FMobileSceneRenderer::RenderTranslucency(FRHICommandListImmediate& RHICmdList, const FViewInfo& View)
{
const bool bShouldRenderTranslucency = ShouldRenderTranslucency(StandardTranslucencyPass) && ViewFamily.EngineShowFlags.Translucency && !ViewFamily.UseDebugViewPS();
if (bShouldRenderTranslucency)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(RenderTranslucency);
SCOPE_CYCLE_COUNTER(STAT_TranslucencyDrawTime);
SCOPED_DRAW_EVENT(RHICmdList, Translucency);
SCOPED_GPU_STAT(RHICmdList, Translucency);
RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);
View.ParallelMeshDrawCommandPasses[StandardTranslucencyMeshPass].DispatchDraw(nullptr, RHICmdList, &MeshPassInstanceCullingDrawParams[StandardTranslucencyMeshPass]);
}
}